Yeah, have to say that Draba has brought up more concerns than I can find acceptable. I can take not having some parts he mentioned, like steam changes, Q switch efficiency, frag angle damage scaling, and turret weight scaling. Those will come in due time I'm sure, but everything else is a pressing negative impact on the game.

Needing to expand laser systems with tons of doublers is not acceptable, as it would make lasers far too weak and making WFA suffer to consecutive smoke just removes any point to having them present aside from reducing water mitigation. The initial reduction in damage from the WFA to provide piercing ends up being utterly wasted if more smoke can just stop it, which also removes one of the reasons for even using laser shields. Smoke just ends up being cheaper to run with laser shields having no advantage over it.

Changing the way missiles respond to HE, not a fan. Sure you don't get chain reactions like before, but now you have a wave of missiles that get thrown so far off course that they can't come back around and end up being useless. Laying down mines is negatively affected by this, we'll need to stagger torpedoes much more than we do now and it just doesn't seem like it has any benefit over the current stable system.

(2017-07-04, 08:16 PM)draba Wrote: Voted no for stable, some of the bigger improvements/fixes in the preview didn't make it in(from those that didn't get axed ofc):
- frequency doubler scaling didn't get fixed, +they are still bugged(adding a doubler to a second cavity line reduces AP, display doesn't update and the like)- explosive torpedos are broken by the missile push
- turbine volume doesn't matter and larger controllers/faster aren't building up faster- 1/2/3Q laser sill has lower energy-efficiency than 4Q (can be simulated by limiting firerate in the LWC but it's a newbie-trap this way, +4Q always shoots at least twice)- doesn't seem like frags with wider cones got the damage buff
- the railgun rail problem mentioned earlier- the rotation speed of larger turrets doesn't scale with weight, no motorized turrets
Probably missing some other things but these are the ones that stand out IMO.

The most problematic are:
- lasers are completely broken, some SD designs would need ~1000 doublers just to do full damage to metal (also, instead of fixing shield stacking against wavefronts they are now useless against smoke, too)- the push ruins HE torpedos

Nice!
With lasers the shield rework will fix wavefronts anyway, doubler count is the bigger problem.
After checking some existing craft our guess on discord was each doubler giving around (400 / NUMBER_OF_PUMPS) AP.

(2017-07-04, 09:13 PM)Nick Smart Wrote: What is the issue with turbine size not being important.. can you explain plz ?

A small compact turbine+turbine generator can generate unlimited energy, output just depends on how much boiler volume you hook up to it.
Turbine volume also doesn't change the pressure needed for max output(this one could be intentional though).

The other part is that large boilers take silly long to build pressure(and also have a lower max output than 9 small ones),
so most people just spam 3-10 small boilers with a piston/small turbine at the end.

+piling on with something that was mentioned in discord after the notes were posted:
boilers still take 100% materials/sec at max or close to max pressure, above 95% or the like that could be scaled back if it's a simple change.

ammo things (barrel and parts) start at ammo 100 of 85 before rapidly switching to 85 of 85, not sure if this was intentional, but it means that all my ammo numbers are not in even multiples of 100 and it makes me sad